So far, as near as I can tell, satchel charges are effectively the same as ex-packs. The only difference is the fuse versus the detonator. For me, the fundamental problem still exists. This type of explosive is not meant for, nor would it be very effective at, destroying armor. But, the satchels seem to be used as anti-tank weapons quite frequently. As has been discussed previously, an un-shaped explosive charge is unlikely to destroy a tank. Yes, it could immobilize a tank (something that can't be modeled in FH) and yes, it is remotely possible that the charge could take out an engine and destroy the tank. But, this scenario is not a high probability. IMO, satchels should not be much more effective than grenades when it comes to anti-tank capabilities. I think satchels should be removed from spawnable kits. Make a few pickup kits here and there. But otherwise, take them out. They are too prevalent for realistic conditions. Their use is jsut not realistic. I'm sure opinion will be pretty divided on this, but my 2 cents anyway. JTM
The problem i have with satchels is the fact that they are now being used as suicide bombs.
People run into a crowded spawn (mostly urban or CQ maps), pull out a 5 second charge, drop it, get shot to hell, and 3 seconds later they recieve 5+ kills for being foolish.
not talking about the bug exploit on crete wich im not gonna tlak about cuse pepole will just use it .. but i think that the sachtels are better than the EX packs since its harder to kill a tank ..
BAMnot talking about the bug exploit on crete wich im not gonna tlak about cuse pepole will just use it ..
Goodjob bringing it up anyways. Not sure what you tried saying though. D:
I think satchels should stay the way they are. I see FH is turning more into a "whoever has a vehicle is the one that wins" type of mod.
Don't want to see this mod turn more into a vehicle whore mod.
And saying that satchels are just as good as expacks is dumb. It's harder to kill a tank with one if they're moving or decide to move if you drop one by them. If you toss one on a tank and they speed up and turn it can fall off easily.
The Jackalx2kI think satchels should stay the way they are. I see FH is turning more into a "whoever has a vehicle is the one that wins" type of mod. Don't want to see this mod turn more into a vehicle whore mod. And saying that satchels are just as good as expacks is dumb. It's harder to kill a tank with one if they're moving or decide to move if you drop one by them. If you toss one on a tank and they speed up and turn it can fall off easily.
If you want to kill tanks, spawn as AT class. Use a Bazooka or Panzerfaust, etc. As near as I can tell, these are much improved. These are the realistic way to kill tanks. Not satchel charges. You can quibble about the specifics of satchel charge use, but I still maintain that they are unrealistic.
Well this thread title was brought to you by Captain Obvious...
But I have to say I disagree with the poster since satchels are a lot less exploitable than expacks, and the removal of mines from the engineer combined with only 2 satchels vs 4 expacks appears to have completely accomplished the goal of nerfing Engineer's anti-tank abilities. As for suiciding well sure that can be done but it could be done with expacks as well, and at least now if you manage to sneak up beside a tank to plant your charge at least now you are more likely to be rewarded with the kill even if you get machinegunned unlike with those annoying expacks.
i disagree as well..once you get use to the satchels they can be used as good anti tank or infantry weapon..but alas.u only get two of them, like was stated above..no one wants fh to turn into a vehicle whore mod..thats what other ones are for..not fh..but a big reason i like fh is because of the great infantry fights u can have as well
No matter what you do, people will find a way to exploit it. I think they're working pretty well and see no reason to change them.
I think the satchal,s are too powerfull at the moment. One placed a top a tank will blow it to peices no problem which is slightly rubbish.
What would be cool thats if it could be implimented is if the satchal just disabled the tank, like when it just sits there with fire coming outta of the back. Then the anti amour boys could just spot the busted tank and blow it to hell.
The enginner should only have one charge that would stop the tank being taken out by lone engineers who simply place two at the same time. Not only would this engouarge tank and infantry tactics. It is much more realistic then the current one charge to kill a tank.
Maybe a slight pause or animation showing the ignition of the pack before it is thrown would also help
On a postive note the charges are much better then the ex packs and i havent seen any people running around dropping them at infantry. Itss quite fun throwing them into bunkers.
I think Satchel Charges themselves are fine. I see less Satchel kills in FH now than I did TNT frags in 0.61. Also Satchels require skill and timing to be effective.
If a tanker lets a Soldier get so close to his tank, then he deserves to be screwed. So leave them the way they are, although I may suggest making the 2nd timer 8 instead of 10 seconds.
Imho, the problem lies in the Engineer himself. The Engineer is still the main Driver class on most maps but should not be. Also I want Mines to return. So please make the Engineer a Pioneer instead and make the Driver the only class capable of repairing. That would also make the Engineer less popular, since tank whores would use the Driver instead of the Engineer and that would result in less Satchels being used.
So, I´ll sum up by saying: Driver -Knife -MP -Binoculars -Wrench
Pioneer -Knife (with ability to disarm Mines) -Shotgun or Carbine -2 Satchels -3 Mines